Tragic Castle Obsession
Tragic Castle Obsession
Tragic Castle Obsession
North
of
Alliáns,
at
the
edge
of
the
Dying
World
Dungeon
DR:
10
One-‐Shot
Setup:
Deep
in
the
Impaled
Northern
Moon
Forest,
on
a
forsaken
peak
stands
the
Tragic
Castle,
lair
of
Amra,
the
Vampyric
Witch
Ghost.
You
have
journeyed
beyond
the
black
spires
of
Alliáns
to
this
accursed
place
to
seek
her
out.
Arcane
rumours
say
that
Amra
is
immortal,
and
if
her
ectoplasmic
blood
is
shed
and
swallowed,
mortals
may
also
pass
into
the
realms
of
the
undying.
Roll
d4
to
find
out
why
you
are
here:
1.
2.
3.
4.
You
were
sent
by
a
A
dabbler
in
You
are
accompanying
You
escaped
from
noble
to
collect
Amra’s
Necrosophic
Alchemy,
Räex,
a
vampire-‐ Anthelia’s
prison
and
blood
in
the
hope
of
you
seek
to
synthesise
obsessed
exorcist
(roll
seek
revenge
–
but
only
preserving
their
ageing
great
elxir
of
undeath
NPC
stats)
who
wants
by
entering
undeath
dynasty.
Start
with
from
Amra’s
blood.
to
destroy
Amra.
You
will
you
have
a
chance
either
a
d6
weapon
or
Start
with
two
Occult
intend
to
betray
Räex
against
her.
Roll
on
tier
2
armour.
Herbmaster
elixirs
(d4
and
steal
off
with
Getting
Better
(Core:
doses
each,
Core:
56).
Amra’s
blood.
33).
The
gray,
frost-‐shattered
Moon
Forest
is
uncannily
quiet.
As
you
get
closer
to
the
Tragic
Castle
–
a
crooked
black
silhouette
against
the
hazy
circle
of
the
cursed
moon
–
you
hear
horrific
sounds
from
within
its
walls.
Simian
screams…
howling
wolves…
Passing
through
the
rotten
remains
of
the
castle
gates
brings
you
into
a
dismal
courtyard
with
two
exits.
Roll
for
Room
Contents
(Solitary
Defilement:
13)
and
begin
your
Dungeon
Crawl
here.
The Cursed Moon
The
cursed
moon
blights
everything
in
the
Impaled
Moon
Forest.
If
at
any
time
you
roll
1
on
a
d20,
a
random
object
in
your
possession
becomes
a
vampire!
This
is
in
addition
to
any
fumble
or
failure
that
may
also
ensue.
Vampiric
objects
have
d2
HP,
2d6
Morale.
If
the
vampiric
object
is
not
a
weapon
it
does
d2
damage.
Unless
the
object
is
armour
it
has
no
armour
tier.
Remember
to
roll
Reactions
–
maybe
that
vampire
hammer
is
friendly?!
Vampires?!
Except
for
Amra,
vampires
are
NOT
immortal,
but
they
ARE
miserable
wretches
for
whom
food
is
poison:
they
are
dependent
on
human
blood
and
harmed
by
sunlight
(-‐1
HP
per
round).
If
bitten
by
a
vampiric
creature,
test
DR12
Toughness
or
submit
to
their
disease.
If
you
contract
the
blight,
you
may
only
restore
health
by
drinking
fresh
human
blood
–
any
victim
is
reduced
to
1
HP
and
must
also
test
for
vampirism.
If
you
are
reduced
to
2
HP
or
less,
you
may
turn
into
a
bat:
drop
all
items,
DR12
to
attack,
DR10
to
defend,
d4
bite
damage.
You
can
speak,
but
your
voice
may
be
too
high-‐pitched
to
hear!
Tragic Castle Obsession is an independent production by 1d10+5 and Max Moon Games and is not
affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG
Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Tragic Castle Obsession was inspired by the music of Old Nick.
Common Encounters. Special Rooms .
1.
d2
Vampire
Monkeys
2.
d2
Cursed
Servants
3.
d2+1
Plaguespreaders
1.
Hall
of
the
Blood-‐Feast
Two
exits
HP
3
Morale
7
Bite
d4
HP
4
Morale
6
Cursed
Dagger
HP
2
Morale
4
Touch
d4
Before
you
get
reach
the
door,
you
smell
smoke
and
blood.
An
archway
leads
into
a
long
chamber.
Before
Check
Reactions
-‐2.
May
be
d2+1.
Wretched
vagrants
sheltering
in
a
grand
fireplace
there
is
a
wooden
table,
laid
for
a
feast,
although
the
food
has
long-‐since
decayed.
Upon
tamed
(DR14
Presence)
if
you
Old
folk
from
a
long-‐vanished
the
castle.
it
lies
an
unconscious
NPC
(roll
on
table
opposite,
but
give
them
0
HP).
d2+1
Wampyric
Vampires
(see
have
human
blood
or
human
village,
under
Amra’s
spell:
Special:
If
touched,
DR12
Common
Encounters,
opposite)
drink
the
NPC’s
blood
from
a
chalice.
When
you
enter,
test
DR11
Agility:
meat
–
other
than
your
own
–
to
acting
as
her
eyes
and
pawns.
Toughness
or
deduct
1
Strength
if
successful,
they
do
not
notice
you.
Otherwise,
roll
Reactions
-‐4.
If
the
NPC
survives
combat
or
is
offer.
until
infection
is
cured.
otherwise
rescued,
there
is
a
1-‐in-‐2
chance
that
they
are
vampyric,
but
roll
Reactions
+2
in
either
case.
4.
Coffin
5.
Wampyric
Vampire
6.
Drained
Victim
2.
Chapel
of
Iudas
Necrochristus
No
exits
Roll
d6
when
opened:
1.
Grave
HP
6
Morale
10
Bite
d6
Roll
d4:
1.
Barely
alive
(0
HP,
roll
You
enter
a
damp
chamber,
smelling
of
mould
and
old
incense.
Crooked
pews
are
arranged
in
rows,
dust;
2-‐3.
d2
Corpse
Plunder;
4.
Special:
If
HP
is
2
or
less,
will
an
NPC
then
roll
Broken);
2-‐3.
facing
a
stepped
altar,
upon
which
stands
a
large,
black
metal
reliquary
case.
Decaying
icons
of
unholy
Random
scroll;
5.
Wampyric
turn
into
a
bat
(DR14
to
hit).
Freshly
dead
(d4
pints
of
blood
saints
adorn
the
walls.
If
the
reliquary
case
is
opened,
then
d4
Painted
Saints
emerge
from
the
icons:
Vampire
(see
#5);
6.
Vampyric
1-‐in-‐6
chance
of
holding
an.
still
in
them!
1-‐in-‐2
chance
they
Painted
Saint
HP
4
Morale
–
Unholy
Gaze
d4
Special:
Paint
stripper,
acid,
red
and
black
poison
all
do
Master
(see
#4,
below).
Occult
Treasure
wake
as
a
vampire
and
attack);
double
damage.
Armour
is
ineffective
against
the
unholy
gaze.
Roll
Reactions
-‐4.
4.
Totally
desiccated.
The
reliquary
contains
one
of
the
following
vampyric
relics
(d4):
1.
Golden
Fangs:
d6+d4
damage,
1-‐in-‐4
chance
of
choking
(d2
damage);
2.
Sanguine
Monocle:
Living
creatures
nearby
appear
as
glowing
shapes
Rare Encounters. –
always
gain
initiative
in
first
round
of
combat;
3.
Saint
Dragul’s
Fedora:
+2
Presence
when
invoking
1.
Shepherd
of
the
Rats
2.
Haunted
Loot
3.
d2
Nightmare
Ghosts
Powers,
-‐3
Reaction
modifier
to
all
who
meet
you;
4.
Transcendent
Perfume:
d4
doses,
DR14
Presence
or
HP
8
Morale
9
Plague
Staff
d6
HP
d6+2
Morale
8
Damage
d4
HP
6
Morale
7
Suffocation
d4
fall
into
reveries
for
d6
rounds
Greasy
Rags
–d2
A
shuffling
pile
of
(d4):
1.
Silver
Ectoplasmic
Film
–d2
3.
Haunted
Bedchamber
Two
Exits
Special:
Is
preceded
by
a
torrent
coins;
2.
Rusty
keys;
3.
Brooches
Dripping
burial
shrouds,
seeking
In
this
dim,
damp
chamber
a
four-‐poster
bed
abuts
one
wall.
Its
curtains
are
closed.
A
gray,
gaunt
woman
of
rats,
test
DR14
Toughness
or
and
jewellery;
4.
Taxidermy
to
envelop
new
victims.
with
ghoulishly
long
fingers
stands
near
the
bed,
working
a
nightmarish
tapestry
at
a
large
loom.
be
flawed
for
one
round.
Also
1-‐ animals.
Special:
When
you
hit
a
ghost,
in-‐4
chance
of
summoning
Special:
Defence
rolls
of
1
to
3
test
DR10
AGI
or
take
additional
Sepulchral
Weaver
additional
torrent
per
round.
are
treated
as
Fumbles.
Worth
d2
damage
from
ectoplasmic
HP
8
Morale
–
Cursed
Weaving
Shuttle
d6
Spidersilk
Gown
–d4
d20+10
silver.
spattering.
Special:
The
weaver
can
throw
shuttles
if
she
is
near
the
loom.
DR12
Strength
on
a
successful
hit,
or
the
4.
Vampyric
Master
5.
Skeletal
‘Oss
6.
Vierhander
thread
wraps
around
the
PC,
rendering
them
bound
until
they
can
break
it.
They
will
also
be
dragged
into
HP
9
Morale
10
Bite
d6
HP
7
Morale
8
A
GIGANTIC
sword:
needs
at
the
loom
in
d2
rounds,
taking
d6
by
being
crushed
and
cut
in
its
mechanisms.
Cloak
of
Darkness
-‐d6
Sharpened
Teeth
d4+1
Bone
d2
least
four
hands
to
wield!
d12
Special:
If
HP
is
2
or
less,
will
The
bones
of
an
old
horse
damage.
Any
miss
inflicts
d4
on
The
bed
contains
(d4):
1.
Bones,
dark
bloodstains,
two
items
corpse
plunder;
2.
A
black
book
on
the
pillow
turn
into
a
bat
(DR14
to
hit).
suddenly
twitch
and
reanimate!!
target
and
wielders.
A
fumble
(unclean
scroll);
3.
d2
Vampire
Monkeys;
4.
Drained
victim
(see
#6
opposite).
1-‐in-‐2
chance
of
holding
a
Roll
Reactions.
reduces
one
wielder
to
0
HP
as
4.
Pit
of
Amra
No
additional
exits
Vapmpyric
Relic
(see
#2,
the
weight
of
the
sword
falls
Amra’s
crypt
floats
in
the
centre
of
an
island
of
soulsludge.
It
is
made
of
glowing
emerald.
The
witch
opposite).
Roll
Reactions
-‐4.
upon
them.
emerges
from
it,
and
begins
to
fly
around
you
in
circles!
Note:
Rare
encounters
and
NPCs
(below)
can
only
be
encountered
once.
Move
to
the
next
number
in
sequence
if
you
roll
something
previously
encountered.
Amra
HP
Infinite
Morale
10
Occult
Rags
–d4
Special:
Hovers
just
out
of
reach
of
melee
weapons.
Performs
a
random
action
each
round
(d4):
1.
Lunar
Laughter:
Target
tests
DR12
Presence
or
loses
-‐1
to
random
stat.
NPCs. 2.
Boreal
Punishment:
All
PCs
and
companions
test
DR12
Strength
or
take
d8
damage
each.
1.
Count
Dolor
2.
Lady/Lord
Corona
3.
Obed
4.
Doktor
Gutblut
3.
Spectral
Charge:
Swoops
down,
defend
DR12
or
take
d8
damage
from
invisible
hooves
and
horns.
A
miserable
vampire.
A
vampire
bride/groom
Pale
One
–
sealed
in
a
A
paranoid
vampire
Amra
is
in
melee
range
until
her
next
attack
Retreated
to
the
castle
–
awaits
the
arrival
of
glass
cloche,
help
hunter
–
professional
4.
Astral
Familiar:
A
fanged
spectral
animal
materialises
–
HP
3
Morale
7
Bite
d4
to
wait
for
7:7.
their
betrothed.
prisoner
by
Amra.
enemy
of
Räex.
Amra
leaks
ectoplasmic
blood
every
time
she
is
hit.
There
is
a
1-‐in-‐4
chance
it
will
be
close
enough
to
retrieve.
If
you
retrieve
the
blood
you
may
flee
(Solitary
Defilement:
6)
and
try
to
escape
the
castle.
5.
Galdon
6.
Garax
7.
Quoth
8.
Other
The
victim
of
a
cruel
A
witch
–
has
come
to
A
talking
raven.
May
Roll
on
the
Sölitary
murder,
whose
shade
the
castle
to
retrieve
not
use
weapons,
Defilement
now
haunts
the
castle.
Amra’s
blood.
armour
etc.
Can
fly.
NPCs
oracle
for
inspiration.
Backtracking.
When
backtracking
through
previously-‐visited
and
now
empty
areas,
roll
d6:
For
NPC
stats
roll:
d6
HP,
d10
Morale,
d2
armour
(1:
no
armour,
2:
-‐d2
armour),
d4
damage
(1:
d2,
2-‐3:
d4,
4:
d6).
Don’t
forget
to
check
Reactions
for
each
NPC
encounter!
1
–
4.
5.
6.
No
encounter.
Common
encounter.
Encounter
NPC.